KP200 Chapter Notes - Chapter 7: Tgm, Heir Apparent, Proxemics

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Games are complex since they are based on skills, strategy, and chance that is all unpredictable. Complex interactions of tactical decisions, skill and social dynamics in games that are di cult to teach: these same things make games meaningful and pleasurable. Mitchel oslin and gri n simpli ed the tgfu to make a three part version: tactical games model. Tgm uses modi ed game play, develops tactical awareness and decision making and incorporates basic tactical problems, frameworks and levels of complexity. Laban de nes movement in four concepts: body, space, e ort, relationship. We say that connecting movement concepts to games deepens awareness of what it means to play games that require skills, spatial awareness, degrees of e ort and relationships. Purpose is expand thinking of movement concept in models for understanding games. Equip players with another tool for making tactical decision which can be applied in learning new games.

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